Store the data in vectors rather than AssFiles since even an intrusive
linked list has comically high memory overhead. Cuts memory usage of a
full undo stack with 15k lines by 65 MB for 32-bit and 130 MB for
64-bit. Also roughly halves how long it takes to copy the file for the
undo stack, and makes undo/redo a bit faster.
Use boost::filesystem::path for all paths, and std::string for all other
strings, converting to/from wxString as close to the actual uses of wx
as possible.
Where possible, replace the uses of non-UI wxWidgets functionality with
the additions to the standard library in C++11, or the equivalents in
boost.
Move the path token management logic to libaegisub (and rewrite it in
the process).
Add a basic thread pool based on asio and std::thread to libaegisub.
This touches nearly every file in the project and a nontrivial amount of
code had to be rewritten entirely, so there's probably a lot of broken
stuff.
Nearly all of the files including main.h are doing so only for OPT_GET
and friends, which are rather unrelated to the main things that main.h
declares.
Always store the original string form and convert it to the desired type
on demand. In most cases this is significantly faster as typically only
a few of the parameters in a line are actually read. In addition, this
makes it so that parameters which did not actually change are always
reserialized in their original form.
Delete VariableData as it's no longer used by anything.
Closes#1513.
This eliminates the need to explicitly delete the parsed blocks.
Also go ahead and remove AssDialogue::Blocks since it's really not a
very good idea in general.
It is very unlikely that anyone has ever actually used ASS2 for
anything, and in practice it was not usable anyway as the bottom margin
was always either ignored or blindly overwritten.
I'm not sure if this fixes any current actual problems as using slightly
stale data is normally only a problem when lines are being deleted, but
it's easier to fix it across the board than to figure out where it is
and isn't needed, and the speed impact of batching is trivial.
Originally committed to SVN as r6753.
Convert all coordinates within the visual tools to Vector2D, which has
been significantly extended. Eliminates a lot of issues with accumulated
rounding errors and simplifies a lot of code.
Modernize the visual tools' interactions with the rest of Aegisub by
connecting to signals directly rather than routing everything through
the video display and converting the main visual tool mode toolbar to
the command system.
Extract all references to OpenGL from the visual tools and move them to
OpenGLWrapper as a first step towards making it possible to implement an
alternative video renderer. In the process, eliminate all uses of OpenGL
immediate mode.
Fix a bunch of minor issues and general instability.
Originally committed to SVN as r5823.